
202405 Ver. 202405 版。
Universal 通用
- Changes 变化
- Category 类别Adjustment Details 调整细节
- Input Recognition 输入识别
- Adjustment 调整The Input Recognition Frame, which is the number of frames within which you must press the attack button after a special move command is inputted in order for the game to recognize you are performing a special move, has been adjusted per command.
输入识别帧是指在特殊招式指令输入后,必须在一定帧数内按下攻击按钮,以便游戏识别您正在执行特殊招式的帧数,已根据每个指令进行了调整。
1. For ↓↘→ or ↓↙← commands while standing on the ground, the Input Recognition Frame has been changed from 11 to 9 frames.
当站在地面上时,对于↓↘→或↓↙←命令,输入识别帧已从 11 帧更改为 9 帧。
This means the attack button must be pressed within 9 frames of the final → or ← command being input for it to be recognized and have the special move be performed.
这意味着在最后一次→或←命令输入后的 9 帧内必须按下攻击按钮,才能被识别并执行特殊招式。
For ↓↘→ or ↓↙← commands while in the air, the Input Recognition Frame remains at 11 frames.
在空中执行↓↘→或↓↙←指令时,输入识别帧保持在 11 帧。
2. For ←↙↓↘→ or →↘↓↙← commands, the Input Recognition Frame has been changed from 12 frames to 9 frames.
对于←↙↓↘→或→↘↓↙←命令,输入识别帧已从 12 帧更改为 9 帧。
- Mid-air ↓↘→ and ↓↙← Command Moves
空中↓↘→和↓↙←指令动作 - Adjustment 调整Considering the fastest possible input necessary for instant aerial commands, the input difficulty has been eased slightly, and ↓↙← + K commands can now be performed using any downward direction (↙ or ↓ or ↘) followed by ↙← + K.
考虑到即时空中指令所需的最快输入,输入难度已稍微降低,现在可以使用任何向下方向(↙或↓或↘)后跟↙← + K 来执行↓↙← + K 指令。
- ↓↓+ Button Commands ↓↓+按钮命令
- Adjustment 调整If Medium Punch+Medium Kick are input between a double Down tap, no command will be performed.
如果在双击下键之间输入中等拳+中等踢,则不会执行任何命令。
This adjustment was made so that if you immediately double tap Down after a Cancel Drive Rush from a crouching attack, a double Down command move will not be performed by accident.
这个调整是为了防止在取消下蹲攻击后立即双击下键时,不会意外执行双下指令动作。
- Jump Landing Hurtboxes 跳跃着陆受伤盒
- Adjustment 调整The following characters have had their hurtbox while landing from a jump moved upwards to match other characters, as it was previously lower and caused unanticipated attacks to hit them.
以下角色在跳跃着陆时,其受伤盒已向上移动,以匹配其他角色,因为先前较低的位置会导致意外攻击击中它们。
Chun-Li, Dhalsim, Lily, A.K.I.
春丽,达尔辛,莉莉,A.K.I.
- Stun Timing Adjustments 震晕时间调整
- Bug Fix 错误修复Fixed an issue where if an opponent in Burnout blocks a Drive Impact a certain distance away from the corner of the screen, and the player performs a technique just before stun occurs, no combo scaling would be applied on the combo after the stun.
修复了一个问题,即如果《燃烧极限》中的对手在屏幕角落的一定距离处阻挡了《冲击驱动》,并且玩家在眩晕发生之前执行了技术,那么在眩晕后的连击中不会应用任何连击缩放。
- Drive Parry 驾驶拦截
- Adjustment 调整1. Throw hurtbox has been expanded while the technique is being performed.
1. 在执行技术时,投掷伤害箱已经扩大。
2. Hurtbox from the 3rd frame and later has been expanded
第 3 帧及以后的受伤盒已扩展
3. The shortest possible active parry hitbox time has changed from 8 frames to 12 frames.
3. 可能的最短主动格挡打击框时间已从 8 帧更改为 12 帧。
4. Recovery after the active frames has changed from 29 frames to 33 frames.
主动帧后的恢复时间已从 29 帧增加到 33 帧。
5. After absorbing an attack, the time until the Drive Gauge starts to auto regenerate has changed from 60 frames to 20 frames.
吸收攻击后,驱动槽开始自动再生的时间已从 60 帧改为 20 帧。
- Perfect Parry 完美招架
- Adjustment 调整The overall gauge fluctuation from a counter attack after a Perfect Parry has been reduced. This adjustment is not just for the first attack, but affects all attacks until the combo ends.
完美招架后的反击整体测量波动已经减少。这种调整不仅仅针对第一次攻击,而且影响直到连击结束的所有攻击。
1. Super Art gauge increase has changed from 100% to 80% for both the attacker and damage-taker.
1. 超级艺术槽增加已从 100%更改为 80%,适用于攻击者和受害者。
2. Drive gauge increase for the attacker has changed from 100% to 50%
攻击者的驱动计量增加已从 100%更改为 50%。
3. Drive gauge decrease for the damage-taker has changed from 100% to 50%
3. 承受伤害者的驾驶仪表减少已从 100%更改为 50%。
- Drive Rush 驾驶冲刺
- Adjustment 调整Expanded the attack and throw hurtboxes of the Parry Drive Rush so that they're no longer smaller than the ones for a Drive Parry.
扩大了闪避冲刺的攻击和投掷伤害范围,使其不再小于闪避冲刺的范围。
- Drive Impact 驱动影响
- Adjustment 调整Buffer input window has changed from 5 frames to 10 frames to ensure easier movement immediately after the recovery ends for cases where the Punish Counter cutscene is not triggered.
缓冲输入窗口已从 5 帧更改为 10 帧,以确保在惩罚计数器过场动画未触发的情况下,恢复结束后立即更容易移动。
- Drive Reversal 驱动反转
- Adjustment 调整1. Recovery on block has changed from -8 to -6 frames
块上的恢复已从-8 帧更改为-6 帧。
2. Attack hitbox has expanded downward so techniques with a low profile can no longer avoid this attack.
攻击打击范围向下扩展,因此低姿势的技术无法再避开这次攻击。
3. Pushback distance on close-range block is now almost equal for all characters.
3. 现在,所有角色的近距离格挡后退距离几乎相等。
Note: Certain character updates to pushback on block, collision pushboxes, hurtboxes and distance traveled are being made.
注意:正在对推挡、碰撞推框、受伤框和移动距离进行某些角色更新。 - Bug Fix 错误修复Damage no longer increases on counter hit.
反击不再增加伤害。
- Recovery Drive Reversal 恢复驱动器逆转
- Adjustment 调整Drive Reversal can now be performed during the recovery from a knockdown.
现在可以在从倒地状态恢复时执行逆袭。
While the command is still the same (→+HP+HK), you can simply perform it early and hold down the input to perform the technique on recovery.
尽管指令仍然相同(→+HP+HK),但您可以提前执行它并按住输入以在恢复时执行该技术。
Note: This version of the Drive Reversal will not darken the screen or stop time, and the attack start-up is 18 frames, which is 2 frames faster than the normal Drive Reversal.
请注意:此版本的 Drive Reversal 不会使屏幕变暗或停止时间,攻击启动为 18 帧,比普通 Drive Reversal 快 2 帧。
- Light Attack (Standing/Crouching)
轻攻击(站立/蹲下) - Adjustment 调整Initial scaling has changed from 10% to 20%.
初始缩放已从 10%更改为 20%。
- Cross-Up Capable Jumping Light Attacks
具有交叉能力的跳跃轻攻击 - Adjustment 调整Because every character has a different hit and block recovery against their opponent, we've matched the longest advantage time, so some character's jumping weak attack on block or guard will have an additional 1 frame of recovery.
因为每个角色对手的击中和格挡恢复时间不同,我们已经匹配了最长的优势时间,因此一些角色的跳跃弱攻击在格挡或守卫时会多出 1 帧的恢复时间。
This change applies to Luke, Jamie, Marisa, Lily, Juri, Ryu, E. Honda, Guile, Ken and A.K.I.
这个变化适用于卢克、杰米、玛丽莎、莉莉、朱利、隆、E. 本田、凯恩和 A.K.I。